Author
Topic: Six Stars - Rules (Read 1493 times)

No capital/sector civ admins. I'm enforcing this through demotions, but just so you know. Sucky, I know, but I can't control the attributes of civadmins easily without another password, and an exceptional admin can make a HUGE difference.

I can't seem to mark your planets as surveyed by a geo team. If you find extra minerals on your home planet, I'll be removing them. Sorry again.

No computer controlled stuff. Anything you find has a brain behind it.

Tech to be traded must be carried by ships. Any ship with a bridge is capable of carrying tech. If a ship with tech is captured, so is the tech. If a ship with tech is destroyed, salvaging the ship will recover some of the tech. A ship can give its tech to another ship, or to a population.

Yeah, you can't assign an admin to your home planet. I'm not really a fan of it either. The problem is, civ admins are very luck based. Back in children of sol, an factory production admin made a big difference. Actually, if my memory serves, you had that admin. In this game, the best starting admins for each player varied from 10% factory production to ones like this:(admin six before demotion)

I didn't want to seriously imbalance the races right off the start. If you have a better idea, please share it.